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Seabed scene simulation and its realization in extending Vega

机译:海底场景模拟及其在扩展Vega中的实现

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Realistic simulation of underwater scene is always difficult because of the special and complex vision effects in underwater space. Seabed is an important part of underwater environment. This paper describes the methods for seabed scene simulation based on OpenGL. It includes construction of fluctuant terrain based on the random sinusoidal algorithm, simulation of seabed flicker effect by means of circular texture mapping and generation of turbidity effect by using fog techniques. For the application based on the leading high level 3D development environment - Vega, underwater scene simulation is still a difficulty since there is no module for it. Based on the analysis of Vega software and the research on seabed scene simulation methods, a Vega extending module named "Underwater Space" was created through developing module class and extending lynx interface. The module class was designed through developing DLL written in C++. The Lynx was extended through developing keyword configure file, GUI configure file and lynx plug-in DLL. The problem that Vega can't simulate underwater space, is elementarily resolved. The results show that this module is efficient, easy using, and the seabed scene images are vivid.
机译:由于水下空间中特殊而复杂的视觉效果,对水下场景进行逼真的模拟始终很困难。海底是水下环境的重要组成部分。本文介绍了基于OpenGL的海底场景仿真方法。它包括基于随机正弦算法的起伏地形构建,通过圆形纹理贴图模拟海床闪烁效果以及使用雾技术生成浑浊效果。对于基于领先的高级3D开发环境-Vega的应用程序,水下场景仿真仍然很困难,因为它没有模块。在对Vega软件进行分析和海床场景模拟方法研究的基础上,通过开发模块类和扩展lynx接口,创建了一个名为“ Underwater Space”的Vega扩展模块。模块类是通过开发用C ++编写的DLL设计的。通过开发关键字配置文件,GUI配置文件和lynx插件DLL扩展了Lynx。 Vega无法模拟水下空间的问题已基本解决。结果表明,该模块高效,易用,海底场景图像逼真。

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